Buckethead Zombie

Zombie file · 0.17o normal levels

Buckethead Zombie

Metal head armor that magnetism can strip away.

Body durability270
Speednormal

Lore

Buckethead Zombie wears a sturdy metal bucket and follows the familiar path toward the plants. The conspicuous equipment does not make its owner more talkative. To travelers who already know Basic Zombie, the change is plain: the same silhouette behind harder metal.

Homing Thistle finds repeated hits on the bucket almost pleasant to hear, unlike the cone's duller sound. Red Stinger notices leftover red paint and objects to the lack of cleaning. Even during battle, the diarists find time for materials, acoustics, and hygiene.

Metal also means the protection can be taken by magnetism. The bucket resembles those carried by fluid-bearing zombies, but the purpose differs: one shields the wearer, the other transports a liquid. An everyday container supports several kinds of trouble.

Mechanics

Role

Heavy-armored walking zombie

  • Body durability: 270 HP; normal speed.

  • Bucket armor has 1520 HP; full layers total 1790 HP, with about 1700 HP damage to body critical.

  • Magnet-shroom can remove the metal bucket, leaving the basic body.

Head armor can be depleted by damage or removed directly by magnetism.

Metal bucket and body

The bucket has 1520 HP and the body has 270 HP, including an approximately 90 HP critical reserve. Full layers total 1790 HP; breaking the bucket and reaching body critical takes about 1700 HP of damage.

This bucket is metal head armor, not Bucketholder Zombie’s liquid container. Their durability and removal events differ.

Hbucket=1520 HP,Hbody,max=270 HP,Hcommon work=1520+(270−90)=1700 HPH_{\text{bucket}}=1520\text{ HP},\quad H_{\text{body,max}}=270\text{ HP},\quad H_{\text{common work}}=1520+(270-90)=1700\text{ HP}
Armor break and body critical are separate events.

Magnetic removal

Magnet-shroom can remove the bucket directly, bypassing depletion of its 1520 HP armor. An undamaged body still has 270 HP afterward and takes about 180 HP of damage to reach critical.

Removal is an equipment event, not equivalent damage to the body. Magnet-shroom’s targeting and rest state still govern its next action.

Hafter magnet body,max=270 HP,Hto critical=180 HPH_{\text{after magnet body,max}}=270\text{ HP},\quad H_{\text{to critical}}=180\text{ HP}
Stealing bypasses armor depletion; it does not deal equivalent body damage.

Attack time and control states

Ordinary attacks resolve the bucket before the body. With a constant effective rate R HP/s and no missed damage, the ideal time from full health to critical is about 1700/R seconds.

Actual attacks have firing intervals, travel time, overkill, and target changes. Slow, freeze, and blocking extend the attack window without reducing the bucket’s maximum HP.

Tto critical≈Hcommon workRlane=1700RlaneT_{\text{to critical}}\approx\frac{H_{\text{common work}}}{R_{\text{lane}}}=\frac{1700}{R_{\text{lane}}}
R is effective HP/s; the estimate omits travel, attack intervals, and overkill.

Eligibility after bucket removal

Breaking or stealing the bucket exposes the body to the basic-zombie arrow activation path. Equipment eligibility and whether the body has entered critical remain separate conditions.

Interactions & counters

  • Magnet-shroom

    Magnetic removal can strip the bucket more efficiently than raw damage.